Monday, 10 April 2017
Thursday, 9 March 2017
Indie Game: The Movie
1. What are some of the differences between "big games" and "independent games"?
- Big games could have hundreds of people working on a single game, while independent games very often have less than 50 people working together on a single project.
- Many big games are made by big companies, already giving them some fame and people find out about them easily. Meanwhile it's harder for an independent developer and their game to gain recognition fast since not too many people have heard of them before.
2. What are some of the difficulties the developers in the film have to overcome?
- Some difficulties the developers had to overcome were due dates. For the developer of "Fez" he had to delay the game multiple times because he couldn't finish it in time, or he wanted to redo / add things. Similar to the "Fez" developer the "Super Meat Boy" devs had to work extra hard in order to make a playable version of their game for a gaming event.
- The "Fez" developer had to deal with his one co-worker leaving him, and then having to go into legal stuff that if went wrong could mean that "Fez" couldn't ever be released.
3. What do you think is attractive about developing an indie game? What do you think you would like about working on an indie game? What do you think you might not like?
- The thing that's attractive about developing an indie game is that it's your game. You put your ideas and imagination in to it, so it's a game not only for the people but just as much for the developer too. By creating your own game, it becomes a part of you.
4. What is some advice you might have for someone trying to create their own game based on what you learned in the film?
- Some advice I have would be to try not and set a due date for your game, it seems that if you set a due date you become stressed over that day. What if your not finished? What if you find more things you need to fix up and polish? If you delay the game multiple times people will begin to lose interest or lose hope in the game. But if you just relax and work as hard as you can until the game is finished you won't have to stress over that upcoming due date for your game that you've been working on.
5. What is the best part of completing the creation of a game for the developers?
- The best part is just a feeling of accomplishment, a developer could have spent 3-5 years making this one game with maybe two others, and for that project to be finally finished and be able to release it as a full game to the public would be amazing.
- Big games could have hundreds of people working on a single game, while independent games very often have less than 50 people working together on a single project.
- Many big games are made by big companies, already giving them some fame and people find out about them easily. Meanwhile it's harder for an independent developer and their game to gain recognition fast since not too many people have heard of them before.
2. What are some of the difficulties the developers in the film have to overcome?
- Some difficulties the developers had to overcome were due dates. For the developer of "Fez" he had to delay the game multiple times because he couldn't finish it in time, or he wanted to redo / add things. Similar to the "Fez" developer the "Super Meat Boy" devs had to work extra hard in order to make a playable version of their game for a gaming event.
- The "Fez" developer had to deal with his one co-worker leaving him, and then having to go into legal stuff that if went wrong could mean that "Fez" couldn't ever be released.
3. What do you think is attractive about developing an indie game? What do you think you would like about working on an indie game? What do you think you might not like?
- The thing that's attractive about developing an indie game is that it's your game. You put your ideas and imagination in to it, so it's a game not only for the people but just as much for the developer too. By creating your own game, it becomes a part of you.
4. What is some advice you might have for someone trying to create their own game based on what you learned in the film?
- Some advice I have would be to try not and set a due date for your game, it seems that if you set a due date you become stressed over that day. What if your not finished? What if you find more things you need to fix up and polish? If you delay the game multiple times people will begin to lose interest or lose hope in the game. But if you just relax and work as hard as you can until the game is finished you won't have to stress over that upcoming due date for your game that you've been working on.
5. What is the best part of completing the creation of a game for the developers?
- The best part is just a feeling of accomplishment, a developer could have spent 3-5 years making this one game with maybe two others, and for that project to be finally finished and be able to release it as a full game to the public would be amazing.
Monday, 30 January 2017
Friday, 20 January 2017
Term 2 Interim Self-Assessment
Daemon, D
Block: 2
Grade Level: 11
1. Give yourself a mark out of 5 for each of the following:
a. 5/5 Attendance (consistent attendance, on time to class)
b. 5/5 Achievement (assignments completed and posted)
c. 5/5 Attitude (positive, cooperative)
d. 3.5/5 Effort (uses class time wisely, consistent effort in all aspects of class work)
2. Please list two specific (with examples) skills or concepts you have learned so far this term:
3. Please list one specific topic or skill you are going to work towards improving in Term 2:
Block: 2
Grade Level: 11
1. Give yourself a mark out of 5 for each of the following:
a. 5/5 Attendance (consistent attendance, on time to class)
b. 5/5 Achievement (assignments completed and posted)
c. 5/5 Attitude (positive, cooperative)
d. 3.5/5 Effort (uses class time wisely, consistent effort in all aspects of class work)
2. Please list two specific (with examples) skills or concepts you have learned so far this term:
- I can: Create basic things using scratch.
- I can: Create mushrooms using blender.
3. Please list one specific topic or skill you are going to work towards improving in Term 2:
- I will work to improve: Completing assignments faster, and spend less time playing on my phone
- How you will improve this: Work harder on assignments, and spend less time on my phone.
- Yes
Monday, 16 January 2017
Friday, 6 January 2017
Scratch Level 2 - Racing Game
- What difficulties did you have with programming this game? How did you fix them? Be specific.
- I had some difficulties with getting the high score to work, but eventually I fixed it by... I'm not sure how I fixed it but it works. - What changes to the tutorial game did you add? Why and how?
- I added a countdown before the game starts. Making it so you have to wait until after the countdown to move.
- I added many of my own little graphic details like the border around the road, the yellow lines on the road, and my custom start/finish line.
Kodu Pac-Man
- How close is your game to the original? What is different? What is the same?
- My game is somewhat similar to the original Pac-Man
- Instead of collecting little white dots, the player has to collect 90 apples in order to win the game.
- One thing about the original Pac-Man and this that are the same is the map layout, I attempted to make it the same as the map of Pac-Man. - What extra or creative details did you change or add to your version of the game? Why did you create these changes?
- I made a power-up the player can receive by going to the middle of the map and it allows them to shoot for a limited time. During that time the player can eliminate the "ghosts" but that's their only chance to do so. - What difficulties did you have? How did you fix this?
- One difficulty I had was that I kept accidentally deleting the floor of my map. I don't know how I did this, but eventually I stopped doing it somehow.
- The "ghosts" would get stuck on corners and would occasionally run into each other and get stuck. I managed to fix this by cleaning up the paths and making the corridors two blocks wide instead of only one. Editing the corridors also helped get the player stuck on less corners too. - What feedback did your beta testers have for you and how did you implement their suggestions?
- My beta testers led me to improve my game by fixing up the paths and editing the map, allowing easier movement for the player and bots. - What would you improve with your game? What would be the next steps with your game?
- I would improve the power-up, possibly add more and a different variety of them.
- The paths of the AI and the map would be improved so there was no potential of a player or bot getting stuck on a corner.
- The next steps with my game would to improve controls, power-ups, bots, and map layout.
The map layout.
The map layout with the paths used by the bots
Player Code: The two pages of player code which are the regular code for controlling the player and victory/loss conditions, along with switching to page 2 if the player picks up the power-up.
Player Code (Power-up): These two pages of code are for the player once they pick up the power-up, allowing them to shoot the "ghosts".
Bot Code: One bot starts out moving, but as the player collects more apples more bots begin moving around the map. (Example: When the player reaches 10 points, this bot will begin moving.
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